I was wondering if anybody knew how to, or could find a tutorial about using blender for modding. If you want a range of what times they were created in, this is Halo: Combat Evolved, to Lord of the Rings: Conquest. I’ve searched Online, and get something of little help.
As for the lord of the rings conquest, i have not heard of any working mod tools for that game outside of people swapping textures in and out.
The basic concept is that you need to find out how to use the mod tools, then if the mod tool allows… export your assets in the file type necessary for the mod tool to put it into the game.
This does not require blender but blender along with other 3d apps can make assets that can be used when modding.
The only thing you need is a script for exporting the models to the correct format, if you are using an old or unusual format it might be hard to find a script to do that for you but if you are part of a modding team you could ask a programmer to build such a plugin.
there are several tools for modding, most of them are for 2.49 or earlier do a search for expoters based on your file format…e.g
“blender nif exporter”
you can also check out the doom engine communities as they seem fairly active and many use blender
and katsbits.com is another site to see…
EDIT:
also let’s not forget a little personal effort is required. You may need to do some learning and self discovery to get things how you want them. You are not going to find the ideal tutorial on the internet, but you can find probably the individual steps you will need to take.
Blender’s Achilles heel is that - exporting into various game formats. Blender is viewed first and foremost as a tool for making CG and motion graphics, content creation tool. Blender Foundation has no interest to plug Blender into game dev pipeline (I recall reading somewhere that Ton is not interested in making another foss game like Apricot, so don’t expect any game dev useful features to get into Blender including exporters).
But the good news is that you can port existing scripts to Blender 2.63+. It’s not easy, but if you start poking around you can find people to help you. That’s what I did. I needed exporters for idTech 4 and whatever was around was either for earlier versions or was not working the way it suppose to work. So I began porting scripts, asking around and got it done.
Tbh, steer clear from very old games with binary model/animation format. Save you time and nerves
I know a lot of people that use blender for games(although I think you are right about Ton)…as a matter of fact there is a thread in this forum dedicated to games and modding…this thread should probably be moved there anyway…
Well, at least for UDK, this is a problem solved. UDK accept the .fbx format, which Blender is able to export to (grab the free FBX converter from Autodesk, too). Unity works well with Blender, and you’ll find several useful tuts on Blender Cookie about that. Source at first sight is more XSI Mod Tool oriented, but it accepts Collada .dae format with good grace, which Blender can export into too.
I’m not familiar with the pipeline, but I know that people use Blender with XNA and Lara, too (look for them in Deviant, e.g.).
Unless I missed something, Source doesn’t accept .dae at all. It only accepts .smd files to be compiled directly into the .mdl format. Blender 2.5/6 has an excellent SMD exporter script if you google it.
~ 3½ years ago, I did 8 human characters (model,texture,rig,simple animations) for a machinima project using Unity when it was “Mac only”. I created all assets using Blender 2.4x (IIRC) in under 50 hours on a PC, dragged the blend files onto a shared folder on my network, launched Unity on an iMac setting right next to the PC, drag 'n drop straight into Unity.
No problems. didn’t even convert to FBX, as Unity did that on the fly on the background. Granted the characters were very low poly and rudimentary, and the rigs were simple because that was all that was required… but the art path worked flawlessly.
The only reason you were able to do that simply because Unity has had native Blender support, Ran13. There is no magic there.
Can’t just drag and drop to CE3 / UDK / idTech 4 / etc.
The major issue is when BF begins their usual “let’s rename functions” thing done to API. Then every single revision gets broken and add-on authors get tired of it and drop support for their add-on.